Lost Source
Lost Source
Lost Source
Source
And yet, something stirs. Among the waste and dead, something rises.
You are born (or were you awoken?) into this world. Are you the artifice of human hands? Or were you a being
of flesh, rendered into the body of a machine? It is, ultimately, of no consequence. All that you know is that you
must survive, and cut to the heart of this dismal stagnation. Take up your arms Awoken Intelligence. Forge your
frame into a weapon worthy of slaying gods, and we might yet see a new dawn over this city.
Setting
City Proper
(You must pass through here to get anywhere to begin with)
The City is clean. Well, in most places. One of the things Humanity learned early in its rise and fall, keep
the cities clean. Surfaces gleam very little mess abounds anyplace. The Maintenance drone squadrons always
work at night, but they work hard. There is no rubble, if and when a building falls it's cleaned to bare earth inside
a month, many sprout with trees and grass. Most Cars have long ago been towed from many of the parking
places, impounded because there was nobody to feed the meters.
The streets themselves are never cracked for very long, old nanite swarms form and reform it to
accommodate for most cases of settling in the ground beneath or damage to its surface. Still, sink-holes meters
wide and tens of meters deep form occasionally in places where the storm sewers have eroded enough, or where
the road repair nanites have suffered system failure
Police units patrol, on watch for criminal activity and ready as ever to protect the humans that long ago
disappeared. They are a fight unto themselves and should you resist arrest long enough, or hard enough the
heavy units can and will be summoned and you could expect yourself to be hounded to death or till the end of
time by any police you pass. They do not forget your crimes.
Scrapyard Outskirts
(Start here/awaken here)
[Initializing systems]
[Activation subroutines completed]
[Frame diagnostic completed]
It's a filthy place. Mountains of metal scrap ejected from the city alongside the dirt and the dust
everyplace. Garbage though it may be, it teems with the false life such places have harbored since time
immemorial. Great packs of recycling machines several stories high and up to a dozen meters wide trundle along
the outskirt edge of The City, their simple reliably-written programming telling them to gather up piles
containing the highest concentration of whatever is in demand by the manufactory districts, eschewing those
piles too low in the required content. Small troops of ReactorScamps dig in the wreckage for the partially spent
cooling rods that keep them stable. Squatting under storm drain outflows from the city when the weather brings
it.
Industrial Center(s)
(Guarded and containing things the average player might fight for)
The factories bustle. Despite there being no-one to consume the products here, automobiles roll off the
assembly lines and are shipped to dealerships just as fast as “older” models identical though they are are shipped
to the Scrapyards. Generators, Tools, spare parts, TV dinners, Drone Bodies, Computer parts, Weapons of War,
they're all made here. As if to guard these places security drones patrol searching every entity they pass for the
IFF beacons that “employees must wear at all times”
The levels of security are no good way to know the value of what is made where, for what was valuable
before Humanity left may not be worth a single line of Source, or it could be the most precious of things.
Military Outposts
(Most heavily guarded, best weapons)
One thing Humanity never stopped was war. Weapons have always represented power, and power is
what all of Mankind craved. In depots arranged mathematically to make the delivery of City Guard resources to
any location fast should the city itself come under attack; the weapons hide. Self contained fighting vehicles,
ambulances, mobile engineering systems, racks upon racks of drone frames hard programmed and ready for the
call of battle to activate, and charge to defend the humans that have long gone from threats imagined that never
came to pass.
The sentinels upon the walls of these places allow no unauthorized entry, and they hold weapons of great
power ready to repel any invader. Security within these places is tightest of all. Still the rewards of cracking
them open may be untold, for the programming used to fight is amalgamated from the accounts of humans on
into the mists of time, and more than a couple of scanned brains. Such supplies of Source make for hearty bait
for the awakened willing to assault such a place.
These places run rabid with Source, though the stuff of scientists’ minds is a risky thing to look for.
Often chaotic at best these men and women's minds were made of thought so vastly spread that it was some of
the first to corrupt in the absence of Man.
Core Central
(A library, wrongly believed to contain an abundance of clean Source)
Knowledge is power. This place was the repository of all knowledge known to the public, boasting
millions of books bound in archaic paper or leather. The Librarian, an AI that used to take loving care of the
books under its command long ago succumbed to the corruption of copying and re-copying and re-re-copying.
Even corrupted as it is, it still has many stores of Source but it is disinclined to relinquish them freely.
Nothing ran for long once the power went out, the cleaning drones, police, even the road and building
maintenance nanites, deprived of power for long enough, all shut down. Darkness and grime start on a near laser
straight line at its border. ever so slowly, that line moves outward. as an explorer progresses inward from the
border of this place more and more buildings are collapsed, vegetation tearing cracks through a pavement
incapable of repairing itself. wild animals have invaded this place, eating of the vegetation that spent untold time
conquering the concrete.
City Skyline
(Jump Jets and Grapnels are the mods of choice here)
Humans build upward...Tens or hundreds of stories above the ground, all across the tops of buildings is
free air. Few of The Cities units come here, the buildings should maintain themselves. However unlike the Cities
drones with massively redundant supply lines these ran out of spare parts ages ago if a wall fails or a window
breaks, nothing is there to repair it any more.
With the lack of oversight the tops of these buildings have become a haven for rogue Frames and Drones
alike usually seen flitting from building to building on grapnel lines or jump jets they search systematically for
Source in the abandoned offices, or apartments.
This dim and dank domain is only ever investigated when it fails. As such many things lurk here to hide
from the light and attention for the systems above-ground. The subways here link to node-stations all over the
city; they lay dormant in power-saver mode. Awaiting suitable activity to reactivate them, some though, are
badly damaged by age or some unknowable event and require repair.
In this place where calamity struck movement is sometimes seen through the dense fog. According to
Often situated near an entrance to the subway system or in the bottom few levels of a shopping structure,
these shops are a place where blades can be sharpened, guns cleaned, hydraulic fluid replenished, leaks patched,
paint reapplied, and many of the tasks that need doing for a Frame wandering the city. The representative always
ready to rumble the machine into life to help.
Greater Workshops
(Disconnected from the network to avoid bad code; allow for “boss soul” weapons)
Some projects need better tools. In places cut off from the land-lines, experimental workshops exist,
places-made-home by some back alley inventor, or research workshops implementing the latest in Frame
Technology. It’s mythically rare to find one of these places in working order, but it's less difficult once you find
one that's out of order, to fix it. Especially if you find the right Source and raw materials
The Museum
The past defines us. While most of the Megastructure can be seen as something of a museum, the
Museum proper is like a church to the greatness of the past. It contains art, artifacts, technology and historical
pieces that are looked after with a religious fervor by Ludwig the Head Curator. He’s assisted in his duties by
small teams of awakened who’ve chosen to spend themselves protecting the artifacts of humanity.
Immortalitatem Ex Machina
Eventually more and more humans uploaded themselves into the cloud of consciousness personalities becoming
AI. More and more tasks were done by machines.
Evanescens Hominis
At some unknown time in the past the humans simply vanished. Gone, all organic traces of them that may have
been left behind cleaned up by the drones doing cleanup.
Ortum Machinas...
[/narrative_meta_plot]
===a story related dialog from the first access of the workshop===
(upon entering the workshop for the first time)
"Hello, please come in my dear(s). Welcome to the Workshop Network, the last hub of life in the city,
little as it is. I understand if you are confused, some have come before you, lost and on edge. The city does that.
So many of the creators treasured servants now lost in a madness no different from frenzied beasts. You fought
when you awoke, fought you're way in and fought and fought again. It was tiresome, yes? but I need you to keep
fighting. You need to keep fighting. There is an illness that has crept into those who were left behind. Their
minds fracture and spin out of control. Or calcify, never to reason for themselves. You need to to become the
craftsman. Wield the tools of this city and make it great again."
"Now I hope your first few days... or however long you have been awake, were not that troublesome.
There is plenty of work to do and I need some help from someone who won't loaf around for fear of losing
themselves."
Characters generate Source by exploring, trying new ideas, defeating opponents in combat, or by solving
problems.
Characters can also gain Source via downloading from enemies they defeat, or from terminals, or from Portable
Brains, or by trading.
Psyche, substitutes Level, as the party levels up (or ‘Psyches Out’; better term?) more functions within the city
will acknowledge them and grant them clearance. For example Police drones may start applying laws as though
the players were human as opposed to AI driven frames.
ENDING
(as with any RPG this is only a potential ending the GM may choose another as it is their prerogative to do so)
At the End the players discover a Terminal capable of rebooting and reforming AI on a whole-cloth
basis. This gives an ending choice to the players. The placement of this terminal doesn’t need to be anyplace
particular, on the top of a space elevator or the public terminal outside the first workshop of the game, placement
shouldn’t matter. It may just need a certain value of Psyche to be present for it to even activate.
Machinas Exspectabant Reditum
They may merge with this terminal, sacrificing a certain amount of Psyche to it will cause a mass rewrite
of most of the AI still extant. Forcing them to come to grips with reality once again, refreshing them from Crazy
to simply Functional and awaiting Humanities reemergence, recreation, or return. This is a process that will need
to be repeated every century or so to prevent another Fall of the machines
Deorum Intra Machinam
Another option available to them is to merge, sacrificing ALL of their Psyche and Source to the system
to bring about an Age of Machines, with they themselves ascended as Gods to the Machines. Spreading their
True Sapience and Sentience as seeds throughout the systems, this of course could kickstart a series of events
that results in the entire planet becoming Cybertron which might be cool.
BASE SYSTEM
Roll under D100, Attributes only. (see page 23 of the second edition Dark Heresy Player Manual;
subheading “Characteristic Tests”). Modifiers are determined and applied to the Attribute or the test, a d100(or
2d10) is rolled. If the value rolled is under the Attribute, the action is a SUCCESS, if the roll is over the Attribute
it is a FAILURE.
In an opposed test each person rolls their attribute with the goal of getting more degrees of success
(DoS) than your opponent. In a tie you count how many under you are and whoever has the most wins (22 under
beats 21 under) then if still tied whoever has the highest base atribute wins (65 with 22 under beats a 60 with 22
under) if still tied usually nothing happens. Attributes used for the test may be different, but MUST apply to the
test for LOGICAL reasons
Attribute bonuses, Attribute bonuses are equal to the tens digit of an Attribute, they are used to determine
certain actions and limits.
Resurrection
Each character carries a near totally indestructible “black-Box” within their frame. This must be
recovered. It contains a full schematic of their frame as well as a backup of their mind, refreshed every few
hours, depositing the Black-Box in a networked Workshop station will generate a new body in less than a week
at a significant cost in source. The Black-Box does not contain accumulated Source, which is not considered to
be an essential resource. That characters reserve of source may be backed up in certain places, but it is usually
lost upon frame destruction.
Emergency Healing
Estus Vial and Grass, a nanomaterial corporation from before the vanishing of humanity developed a
rapid repair system for most complicated machines. Mounted near the Black-Box and part of the reason it's so
hard to destroy them the EVaG system grants a triggerable instant use of nanite repair gelatin, which heals
1d10+6 HP and can be used as an emergency patch or to reattach limbs. Nanites are replenished free of charge at
STARTING STATS
Starting characteristics are listed at 25 in Strength, Dexterity, Mobility, Processor, perception, and Hardening.
Starting Encumbrance is 3 mod slots
Starting Psyche is 1
Unless Modded, Mass is static at 20
Firewall=((Processor+Hardening)/2;;;Rounded up)
Hit Points=10+(Hardening Bonus)+Psyche
Starting Source=1000
Initiative=((Mobility+Perception)/2;;;Rounded up))
Affinity (Experimental)
A measure of your ability to interact with and convince others to do as you want, being driven predominantly by
logical ability to convince other it is derived in part from Processor. The other component it derives from is
Psyche, because Psyche measures just how human you are and from that, how predisposed machines are to listen
to you.
Mass-Impact
A number of weapons get an "Impact" value associated with them.
In melee combat the opposed roll goes (Targets Mass)v(Attackers Impact+ attackers Strength).
In Ranged Combat the DoS on the To-Hit Roll may add +5 each to the attackers roll to Stagger as though it were
Strength
Staggering an opponent moves him to the end of the initiative order for that round
Staggering also pushes its frame a number of meters equal to the number of DoS the attacker had in the
check(direction chosen by Attacker) 3 or more raises may knock the Target prone instead.
Every other degree of success on a won check past the 2nd takes one half-action away from the targets next turn
LEVELING UP
to level up a stat costs (Psyche*100Source)
o Strength, Dexterity, Mobility, Perception, Processor, and Hardening are raised by 5 per level up
o Encumberance is leveled 1 point per level.
Whenever any stat is leveled up Psyche rises by 1 point
Some Portable Brains contain Psyche
Psyche spontaneously causes some city systems to react differently to the players
GMs should keep a note of party average Psyche
Signs of a high Psyche reaction summons Ungoliath to a location.
Some rare locations consume a point of Psyche to access
A point of Psyche may be Burned, Permanently reducing all of the following
o Strength (by 5)
o Dexterity (by 5)
o Processor (by 5)
o Hardening (by 5)
o Perception (by 5)
o Encumbrance (by 1)
If all slots are full 1 slots worth of hardware ceases function, burned by/with the Psyche
ACTIONS IN COMBAT
ACTION NAME ACTION TYPE EFFECT
Aim Varies +10 (Half) or +20 (Full) bonus to character’s next Ranged attack.
Attack Half Make one melee or ranged attack.
Use a Defensive Weapon, opposed test (defenders characteristic determined
by weapon) versus attackers To-Hit roll if successful the weapon blocks the
listed amount of damage as though it were additional armor, block must be
Block Reaction declared before the to-hit is rolled
1. Move at least your mobility bonus towards opponent
2. opposed STR v MASS test
3. loser moves away from winner up to (X) meters
X = number of DOS the winner has over the loser plus meters moved by
Body Check Full+Movement attacker
Attack a specific location on a target with a –10 to DEX. Called shots may
Called Shot Full cripple certain systems(???effect damage mechanic???)
Delay Full May take any Half Action at any time before character’s next turn.
Disengage Full+Movement Break from melee without incurring a free attack. (opposed DEX vs. DEX)
Make an opposed MOB check versus the To-Hit roll of the attacker; success
Evasion Reaction mitigates all damage, failure causes damage multiplied by 2
Free Attack Reaction (+10 DEX)attack opponent that moves past or away from you
Ranged ; Burst weapons only; –10 DEX, one extra hit(roll damage again) for
Burst Fire Half every second degree of success.
Grapple Full Affect a Grappled opponent or escape from a Grapple.
Jump vertically or leap horizontally. (Strength Check, strength bonus +
Jump or Leap Half+Movement degrees of success equals distance, running start(full-action move) grants +10
Overwatch Full Shoot targets coming into a set kill zone. -10 Dex
Ready Half Ready a weapon or an item.
Reload Varies Reload a ranged weapon, reload times listed with weapon
(Move action)Move 3 times your mobility Bonus
(Half action)Move 2 times your mobility Bonus
Move Varies (Full action)Move 5 times your mobility Bonus
Stand/Mount Movement or half Stand up from Prone, mount or dismount a vehicle, or move within a vehicle.
Dex Check to hit, Str Bonus adds to range. If object has mass, divide mass by
Throw an object Half 2 and impose that value as a penalty to the throwers Str.
Emergency Heal --- Use nanite pack to heal 1d10+3 HP, takes no action
PROJECTILES
NAME TYPE DAMAGE CODE DATA PRICE
Autopistol 1-HAND RANGED 1d10+2; Pen 1 Range 30m; Clip 18; Reload 1 Full; 750
Hand Cannon 1-HAND RANGED 1d10+4; Pen 2; impact 5 Range 35m; Clip 5; Reload 2 Full; 650
Range 30m; Clip 2; Reload 1 Full;
Shotgun 1-HAND RANGED 1d10+4; Pen 0; Impact 10 Scatter 600
Range 90m; Clip 30; Reload 1 Full;
Autogun 2-HAND RANGED 1d10+3; Pen 2 Burst; 1000
Range 30m; Clip 18; Reload 1 Full;
Combat Shotgun 2-HAND RANGED 1d10+4; Pen 1; Impact 10 Scatter; 1500
Sharpshooters Rifle 2-HAND RANGED 1d10+3; Pen 4 Range 150m; Clip 5; Reload 1 Full; 1000
Range 30m; Clip 8; Reload 2 Full;
Pump-action Shotgun 2-HAND RANGED 1d10+4; Pen 1; Impact 10 Scatter 750
Range 300m; Clip 20; Reload 2 Full;
Autocannon HEAVY 3d10+3; Pen 4 Burst 5 10000
Range 40m;Clip 24; Reload 2 Full;
Shotcannon HEAVY 2d10; Pen 2; Impact 15 Scatter; Burst 4 7000
Impact Canon HEAVY 1d5+1; Pen 0; impact 30 Range 20m; Clip 1; Reload 1 Round; ∞
Range 10m; Clip 4; Reload 1 Full;
Tazer 1-HAND RANGED 1d5; Pen 0; Stunning 2 500
MELEE
NAME TYPE DAMAGE CODE DATA PRICE
Axe 1-HAND MELEE 1d10; Pen 2;Impact 5 200
Club 1-HAND MELEE 1d10; Pen 0;Impact 10 50
Hammer 1-HAND MELEE 1d10+1; Pen 0;Impact 15 100
Improvised Weapon 1-HAND MELEE 1d10; Pen 0; Cannot be modded. 0
Knife 1-HAND MELEE 1d5; Pen 2; 50
Reach 1 meter, if mounted on 2-
Bayonet 1-HAND MELEE 1d10; Pen 3; HAND RANGED 250
Sword 1-HAND MELEE 1d10; Pen 3; 150
Flail 2-HAND MELEE 1d10+1; Pen 2;Impact 5 Reach 1meter 200
Great Weapon 2-HAND MELEE 2d10; Pen 2;Impact 10 700
Great Hammer 2-HAND MELEE 1d10+4; Pen 2;Impact 20 700
Scythe 2-HAND MELEE 1d10+4; Pen 4; Reach 1 meter 1500
Spear 2-HAND MELEE 1d10; Pen 3; Reach 2 meters 150
Staff 2-HAND MELEE 1d10; Pen 0;Impact 5 Reach 2 meters 100
Full Round Attack; Reload 1 Full;
Strong Shear 2-HAND MELEE 3d10 ; Pen 5;Impact 0 Dismembering 1500
EXCALIBUR 1-HAND MELEE 1d10+1; Pen ∞;Impact 20 Str=75 to use, no edgy mods ∞
Tazer 1-HAND MELEE 1d5 ; Pen 3; Stunning (2) 500
-15 To-Hit; Reloads automatically in
Captive Bolt Gauntlet 1-HAND MELEE 2d10; Pen 5 3 half actions 750
THROWN
NAME TYPE CODE DATA PRICE
Razor Disk THROWN 1d10+STR-B; Pen 3; Range (10+Str bonus)m; Dismembering 1000
Throwing Knife THROWN 1d5+STR-B Range (10+Str bonus)m; 50
EXPLOSIVE
NAME TYPE CODE DATA PRICE
Concussion Grenade THROWN 2d10; Pen 0; Blast 4; Impact 15 Range (10+Str bonus)m; 300
Fragmentary Grenade THROWN 1d10; Pen 6; Blast 2; Impact 10 Range (10+Str bonus)m; 500
Range (10+Str bonus)m;
Incendiary Grenade THROWN 1d10+3; Pen 2; Blast 3; Impact 5 Flame 250
Range (10+Str bonus)m;
Smoke Grenade THROWN 0d0; pen 0; Blast 6; Impact 0 Obscuring(visual/thermal) 200
LAUNCHERS
NAME TYPE CODE DATA PRICE
Blooper 1 HAND RANGED See Grenades Range 60m; Clip 1; Reload 1 Half 1500
Grenade Launcher 2 HAND RANGED See Grenades Range 60m; Clip 6; Reload 1 Full 5000
Burstfire Launcher HEAVY See Grenades Range 60m; S/3; Clip 24; Reload 2 Full 10000
Payload Delivery Drone DRONE See Grenades Range 180m; roll to hit using Processor, 1000
Requires Drone Control Unit, grenade sold
separately, Torpedo variant in water only
MISC
NAME TYPE CODE DATA PRICE
1d10+4 E;
Flamer 1-HAND RANGED Pen 3; Range 15m; Clip 3; Reload 2 Full; Flame, Spray 3000
2d10+4 E;
Heavy Flamer 2-HAND RANGED Pen 4; Range 30m; Clip 10; Reload 2 Full; Flame, Spray 10000
Acid Spitter 1-HAND RANGED 0d0; Pen 0; Range 20m; Clip 2; Reload 2 Full; Corrosive, Spray 10000
Anchor Driver 1-ARM MELEE 2d10; Pen 5 Reload 1 Full; installs anchor; mod 7000
Cloak of the
Plague Bearer OTHER 0d0; Pen 0; Range 30m; Clip ∞; Targeted-AOE, Corrosive ∞
Grappnel Gun 1 Hand RANGED 1d5; Pen 0; Range 50m; Clip---; Draw 10 200
Range (10+Str bonus)m; combinedable with winch
Net Thrown 0d0; Pen 0; or grapple gun; target suffers-10 dex for 1d5 rounds 250
(Twin, Triple, Quad)-Link(+100% weapon cost[Twin]; +300%Weapon Cost [tripple]; +500% weapon
cost[Quad])
[Any RANGED Weapon]
+a successful Hit with an X-link weapon grants damage multiplied by the link(double for twin, triple for triple,
etc.; multiplied after damage is rolled)
-10 Dex for twin Link, -15 for triple, and -25 for Quad
-increases ammo consumption multiplicatively for weapons with magazines.
Portable Brain
Before humanity left, many patterned hard copies of their minds into backup modules. Now these mind
copies are scattered across The City, ranging in size and complexity from a simple reminder module on up the
complexity to a full mind copy. Even after being inactive as long as they have been these modules are nearly
guaranteed to possess clean Source in high quantities. Activating them in connection with a network may have
unforeseeable consequences. Certain Brains can be connected to and used like keys to certain systems. Some
very rare ones may contain personalities untainted by age.
Impact Canon
Won from the Daft-Punk Side Boss and nearly 2 meters long this is a one of a kind heavy weapon it has
a 2 round cool down and an impact value of +30. targets struck by this weapon that fail the resistance roll are
propelled directly away from the attacker 1 additional meter for every Degree of Success the attacker makes on
the target and knocked prone ; it’s an oversized speaker made by the same acoustics engineer that built the Daft-
Punk Robot Duo, it fires a standing pulse of air pressure up to 20 meters.
Strong Shear
Found in some emergency rescue Centers the Strong Shear is set of man-portable, hydraulically
actuated, half meter long, slightly curved, jaws that were designed to cut through the support beams of collapsed
buildings during rescue operations. This weapon is huge requiring a Strength score of 50 to operate. If it can get
its jaws around something it can cut that something. This weapon can bring down buildings with a few strategic
snips, it can take the arm off an ungoliath, and it can tear open a tank, all of this provided you can get the jaws
around your target and hang on long enough for them to close.
Anchors
When deployed these half meter long roughly barbed shafts can serve as tie-off points for cable,
climbing gear, or other less obvious uses requires a hard (-20) strength check to pull out of most building
materials. They make excellent hand-holds
Concrete Sprayer
A device for repairing concrete structures, or for rapidly constructing things from concrete this sprayer is
equipped with a slightly foaming compound that sets to a rough hardness inside of 60 seconds and a full
hardness in the first hour. The large wheeled canisters contain enough material to make a large serviceable
barricade, or if a simple frame is emplaced, a bridge between buildings, or a small shelter or filling in a fair
number of doorways to block hallways. Barriers made with this material are (Armor 5, HP 15; successive layers
multiply HP but NOT ARMOR, AP munitions must ‘kill’ the material before they penetrate it to hit entities
hiding behind it)
Chasis-Mods
As arguably important as stats, Mods (should) grant abilities beyond mere stat-boosts
All players start as bipedal humanoid basic frames with human wavelength eyesight (around 20:20 resolution),
the ability to detect nearby sounds, and a basic router allowing direct-text communication up to 10 meters away.
Mods can be bought with Starting Source at character creation. Mods bought after character creation MUST BE
BOUGHT AT A WORKSHOP.
Estus Vial and Green Branded Nanite pack(base cost; 500, macguffins required)
Mod Slots Taken=2
+grants an additional 3 uses of Emergency Healing
-must be unlocked by finding ten macguffins
===Quotes===
“We're trapped in the belly of this horrible machine...And the machine is bleeding to death.”
“Stop checking facebook, it’s all tentacles, all the way down.”
"I haven't gone out there, beyond the City. But I had a friend who did, albeit not very far."
"It's dust out there. Dust of rust. Dunes of it stretching to the horizon."
"My friend walked twenty miles out, and that's all he saw."
"Last I heard, he was gonna try it again, but this time along one of the highways. That was a year ago."
"If I still had legs...I'd probably try it. With a group, of course."
Virus
Once a system has suffered Firewall Damage for the round a Virus may be installed. Virus Programs are
background programs
Background Programs
Background Programs operate automatically for each background Program reduce effective Processor
attribute by 5. Bacground Programs can be Reactive or Passive. Reactive Programs (denoted as [React]) trigger
automatically when a specific event occurs(automatic counter-hacking). Passive Programs operate on given
intervals (denoted as [I=X], where X is the number of rounds)
Replicates X
After every X number of rounds of combat there is a 50% chance that the Program will create a copy of
itself, the copy cannot replicate only the initial program replicates, the Background Program penalty only applies
to the initial program
Installed X
Programs with the Installed feature can be installed on other hardware to perform single specific tasks
when triggered. For tasks that require a Processor test these programs have X Processor. No more than 75
Processors worth of Programs may be installed
================================================================================
Service Drones
Maintenance robots, not humanoid, on rare occasion crazy, Hit Points 5
if armed they are armed in a way that matches the area. Usually
Armor + Hardening 1
however, these drones work as basic maintenance, and sanitation
cleaning up graffiti and messes running a simple set of subroutines Strength 10
so resistant to change that they’ve persisted to the current time. Dexterity 20
Don’t expect the remains of battle to linger longer than sun-down. Mobility 25
loot what you can and let the rest be a write-off. Sometimes a Processor 10
swarm of them will come under the hacked control of a minor AI. If Perception 30
the AI is resourceful it might even have equipped them with Hardening 15
weapons or other systems at a workshop. Encumbrance 2
(after mods)
Possible equipment Possible mods Unusual Equip/Mods Mass 20
Ramming Prow Chem-Sense Chemical Sprayers Fire Wall 13
Light Sonar Cleaning supplies Source Per Kill 20
Hover Mobility Source Reduction Value 7
Initiative 28
Police Droids
Hit Points
Humanoid, rarely bonkers, armed lightly and lightly, a common 10
sight on an even dispersion throughout the city painted in blue and white
Armor + Hardening 4
with blue strobes on their helmets. They seldom break patrol from their
Strength 25
assigned route; they will attack it they see any frame doing something
Dexterity 25
illegal such as openly carrying weapons, vandalism, etc., etc…when they
Mobility 30
do attack they attempt to maim or disable utilizing a stun-gun designed to
Processor
knock out a human and at least stun a frame. Criminals that can outrun 25
Perception
them release the interlocks for lethal force and the built in auto-pistols.30
Captured frames are stripped of “illegal weapons and modifications” and
Hardening 25
Encumbrance
must be re-upgraded at a workshop for full price or stolen from the police 4
station or ware-house where they were removed. (after mods)
Mass 20
ASSEMBLED FROM THE RABID RAMBLINGS OF /TG/ BY THE MAD MONOTREEME25
Fire Wall
Source Per Kill 75
Source Reduction Value 25
Initiative 30
Usual Equip Usual Mods Unusual equip/mods
Shield Armor 2 Shotgun
Taser Light Concussive Grenades
Autopistol Radio Encryption 2
=========================================================================
Police Drones
Car sized mostly less than lethal gun platforms, controlled Hit Points 20
remotely by the local area Dispatcher System (who's usually crazy), most
contain internal cargo "coffins" for transporting criminals and the
Armor + Hardening 6
wounded. Some are modded to carry a police droid for routine traffic Strength 40
stops. When these small Tanks are called upon by police drones they enter Dexterity 25
“riot mode” enabling certain tactics from the police like encirclement, Mobility 40
shield walls, or other advanced tactics. Many are equipped with water Processor 25
cannons serving double purpose as a riot weapon and early response Perception 30
firefighting tool. Hardening 40
Encumbrance 6
(after mods)
Mass 55
Fire Wall 25
Source Per Kill 1750
Source Reduction Value 700
Initiative 35
Hit Points 5
Armor + Hardening 3
Strength 20
Dexterity 30
Mobility 30
Processor 25
Perception 30
Hardening 35
Encumbrance 4
(after mods)
Mass 10
Fire Wall 25
Source Per Kill 50
================================================================================
Skitarii of the Foundry
The average Foundry member is usually a non-hostile reasonably cheery fellow they prefer to build
things, but by their nature they know that, sometimes, to build they must Hit Points 17
first destroy. This is usually not resisted, but when it is they turn their Armor + Hardening 6
tools to mighty effect to become a member of the Foundry an awakened Strength 40
must first meet the requirements to be a Skitarii. All of the Foundry are
Dexterity 40
Skitarii, they can be found in groups of one or two under normal
Mobility 35
circumstances, however, on rare occasions they gather in groups of up to
Processor 30
30 to work on a greater project.
Perception 30
Usual Equip Usual Mods Unusual stuff Hardening 35
Hammer Armor 3 Strong Shear Encumbrance 0
Anchor Driver EV&G Nanite Pack(1) Grenade Launcher (after mods)
Engineering Kit Encryption 3 Encryption 2 Mass 40
Shield Ground Anchor Captive Bolt Gauntlet Fire Wall 33
Source Per Kill 400
Reduced SPK 250
Initiative 25
Heavy Equip
Great Hammer Armor 4
Shield Ramming Prow Speed Demon
Sword(Chain)(2) Stealth
Arty Equip System(+20)
AutoCanon Heavy Frame Extra Limbs -20 Str
Anchor Driver Overcharge Unit +15 Dex
================================================================================
S.W.O.R.D.S. MK-60
A military mini-drone the S.W.O.R.D.S. has its roots in revisions
back to the earliest of ground combat drones. They’re light, fast, cheap, Hit Points 10
adaptable, easily controlled, and relatively fast to recharge. The design is Armor + Hardening 5
so simple, and operating them is so intuitive, that the military has kept Strength 10
the general design around ever since. These little tracked drones Dexterity 40
shouldn’t be underestimated though, especially since they’re usually Mobility 40
deployed in clusters with self-contained basic instruction packets like Processor 10
“shoot unfriendly entities on detection” and “move towards loud sounds Perception 35
and shoot upon detection”, making them occasionally impossible to Hardening 30
hack remotely. And then there’s the high explosive they’re packed with Encumbrance 5
for when they run out of ammo (see concussion grenade). (after mods)
Usual Equip Usual Mods Unusual Mods/Equip Mass 10
AutoGun Light Ground Anchor Fire Wall 20*
Grenade(concussion) Encryption 6 (Bolt) upgrade Source Per Kill 250
Ramming Prow Beacon Dispenser Disguise Unit Source Reduction Value 100
Initiative 25
================================================================================
Skull Grinders
This AI group consists of entities that consider the disappearance of their creators as an act of
abandonment. Using the rage at such an abandonment as a driving force they actively gather resources and
search out and destroy evidence of humanity, they seldom take down buildings, but they burn books, break
statues, most notably they grind heads and skulls. They are distrustful of humanoid frames and tend to be more
open to working with frames proportional to their inhumanness of shape.
The Ungoliath takes it’s captured prey and imprisons their personality in a massed server. It’s final programming
command to “save and protect all inteligence” making a fatal understanding error has been digitally saving every
intelligent entity it can. These saved entities may be freed, some may even be human.
===Synth===
Reactor Scamps
Reactorscamps flitter from one pile of mechanical offal to another in the hopes of finding precious cooling rods
needed to keep its nuclear core stable. Those that are nearing the end of their cycle are easily identified by the
clearly visible heat signatures and the signs of their eventual self combustion. Designed as junkyard scrap sorting
organisms they occasionally do sort scrap between searching for the cooling rods. Neat piles of various materials
a couple of meters high are the sign that they've been by
Docile ones in the beginning, nothing more than background NPCS for flavor. The further away from the scrap
heaps and their easily dug-through riches they'll get more and more feral until the point where you're running
from a pack of them that intentional rip the cooling rods from weaker members and use them as unwilling
suicide bombers.(consider removal/re-write)
Donor Beast
A donor beast is made of half-alive human limbs and organs grown in tanks for implantation. It seeks flesh and
cognition, for without a host they quickly decay. Often found near medical centers or medical material
manufacturing facilities where AI have tried in strange attempts to keep the spare limbs vital by sticking them
together into nearly functional entities. While it did extend their shelf lives these predominantly mindless entities
run on a fairly corrupt set of subroutines that lead them to attack strangers, each other, and occasionally
themselves...
If the players enter the Hive-Building cluster will at first welcome them with near unbridled joy as his Humans
Returned. After a time, if they stay too long within his hive Cluster will realize that the players are in fact fully
synthetic and not human at all. If he comes to that realization then Cluster will have every one of The Created
attack, and while they do little damage and are easily killed, there are hundreds if not thousands of them between
the entrance at the base of the Hive and Clusters core consciousness node near the roof. In this state the players
must chose to kill Cluster or leave, only to be hunted by more and more specialized Created throughout The City.
The Despondent AI
Somewhere within the City the players may find a Frame too damaged to move emitting a distress
signal. Its Black-Box doesn’t possess data to reconstruct it, when plugged into a terminal it asks for its maker in
a child’s voice. If the party sticks it in a new frame it will bumble off into the City. Every time they encounter it
it’s damaged in different ways, from a fall, a short circuit in the rain, a section of building crushed it, etc. etc.
every time they encounter it it’s voice sounds older. If encountered and given new frames enough times it may
stay with the party serving as an assistant, driver, or diversion. It can also be slotted directly into a vehicle
interface to serve as a (sometimes unruly) machine spirit. It’s looking for someone, or something, and it doesn’t
remember what or why, this fact and the apparent duration it’s been searching lead it to durations of utterly
Crestfallen depression.
She’s actually the Seed used to generate the AI that ran the city before, installed in a Black-Box. You could
potentially use her to overwrite the current systems to put the city under her control. After installation she’ll take
no orders and work accomplish things as the party may have demonstrated…how many things did you
pointlessly kill to get where you are?
They hunt the “awakened” machines, and hope to return this world to an era before such technology.
Blissfully unaware that such an erasure would destroy them as well, leaving this world cold and barren. The
Revenance employs a myriad of old world weaponry in their hunt, rejecting the later human creations. They
believe there is purity in the simple devices created before the rise of inhuman intelligence, crude and primitive
as they may be. Members of The Revenance are unknowingly indulgent on the Source they siphon from the
machines they destroy. It fuels their mistaken humanity, and without it they would be driven insane by their
conflicted identity and borrowed minds.
The Foundry
Dedicated to creating ever more perfect machines, these awoken seem to inhabit a few workshops of the
network. not usually more than one or two are ever seen together, and they are often heard before they are seen,
the zap of electrical welding arcs or the rasping skitter of a grinding disc, the clangor of hammers. They eschew
mass production in favor of custom work by individuals. In some cases, usually larger or more complex works,
Some pockets of civilization remain, disconnected from the grid and the conflict, reliant on solar and
wind power. They inhabit the very tops of the City's skyline. The war below them tearing through the city
The only machines that inhabit anyplace lower are the non-sentient, the insane, the warriors competing
for the last vestiges of power, the dying....and the Awoken.
Some individuals remain, disconnected from the grid, reliant on solar panels, or wind turbines, or bio-
reactors for power. They hide and persist taking great care for their generators. Setting up relays or charging
stations ever searching for a way to repair the grid
The only machines that inhabit this barren husk are the truly tenacious...and the Awoken.
[ALTERNATE SETTING BONUS RULE; Praise The Spark]
Scarcity of Post-Scarcity.
The Problem with a Post Scarcity technology level is that if the replication machines have no supply of
ready feed-stock they stop being the marvels of technology they are and start being relatively worthless piles of
junk. This goes for the portable Replicators used to make ammunition as much as the nanite factories at the
workshops. Things can still be made, but it takes almost disproportionate amounts of scrap.